This is the moment when you have to stop and think. A Blackout is quite effective--it s hard to hit what you can t see. And there s something mighty unnerving about being stricken suddenly blind. Oh, face it, I suppose the real reason I felt for the arteries supplying blood to his retinas was that so few TK s can do it. I clamped down tight, and his lights went out. He cried out in fright, and both hands came groping up in front of him, his fingers trembling. I m blind! he said, not able to believe it. He began to lose his balance. I felt one of the bouncers go for his sap. Try it, you gorilla, I told him, wrenching around, now that I was free on his side.
=_ There are three shots common to billiards: The _=carrom=_ or _=cannon=_, in which a count is made by the cue ball striking both the other balls on the table. The _=winning hazard=_, in which the object or the carrom ball is driven into a pocket. The _=losing hazard=_, in which the cue ball goes into a pocket after contact with another ball. There are five ways of making the principal shots at billiards, and they should be thoroughly mastered by every player. These are: The force, the follow, the draw, the massé, and the side stroke. [Illustration] The first great principle in billiards is that the cue ball will always travel in the _=direction=_ in which the cue is pointed. Holding the cue upward, downward or sidewise makes no difference; the line of travel will be a prolongation of the line of the cue. In the three ways of striking the cue ball shown in the diagram in the margin, the ball will go in the direction of the arrow in each instance. [Illustration] If the cue is held nearly level with the surface of the table the ball will be pushed or rolled along; but if the cue is held perpendicularly, and the ball is struck directly on the top, the ball will be _=pinched=_ to the table, as in the first figure in the margin, and will not move. If the ball is struck off the centre, as in the second figure, it will travel only a short distance, as a result of the cue’s being forced past it toward the cloth, and will then return with a very strong retrograde motion after touching the object ball.
) which may be compared with the rhyme given by Chambers (_Popular Rhymes_, p. 136), and another version given by Halliwell, p. 229. If these rhymes belong to this game it would have probably been played by each child singing a verse descriptive of her own qualifications, and I have some recollection, although not perfect, of having played a game like this in London, where each child stated her ability to either brew, bake, or churn. It is worth noting that the Forest of Dean and Berkshire versions have absorbed one of the selection verses of the love-games. Mr. Halliwell, in recording the _Nursery Rhymes_, Nos. cccxliii. and cccxliv., as quoted above, says, They are fragments of a game called The Lady of the Land, a complete version of which has not fallen in my way.
” In the early days of Duplicate Whist, Mnemonic Duplicate was, to some extent, played even when several tables of players were participating. It still survives in a few circles, chiefly where Duplicate Whist has never been tried. It can be played under any of the Duplicate Whist schedules by playing them through twice--the second time with the North and South hands given to the East and West players, and vice versa. As each deal is played twice by each pair, double the time is required to play the same number of deals, as at Duplicate Whist. Allowance must be made for this in fixing the number of deals to be played. The Snow System of movement, where practicable, is preferable. Where the Howell pair system of movement is used, the scores do not require “equating”, as they are equalised on the replay. Under other systems, only the North and South scores need be kept, as the comparison can be made quite as readily as by direct comparison of these scores. DUMMY. There are three forms of Dummy: The English game, for three players; the French game, for three or four: and the game now generally known as Bridge, or Bridge Whist.
Do I _really_ see it? she asked. Is that right? I ll make it right, I said. Come on, I told her. If we re going to stay up all night, we need fuel. How long since you ve tackled a twenty-ounce sirloin? * * * * * The Lodge has unmentioned influence. No, Psi powers aren t a secret government. But what high official can afford to be at odds with us? They know where the Lodge stands. A little while on the visor as the east pinked up got me what I wanted. Because of the three-hour time difference, the Washington brass got me _carte blanche_ before banking hours at the Tahoe bank that supplied the Sky Hi Club with its cash. Working with the cashier, who hadn t even taken time to shave after getting his orders from the Federal Reserve Bank, I went over their stock of thousand dollar bills, as Pheola had PC d I would, and marked down the edges of the stacks with grease pencil.
In America, gammons and backgammons are seldom played, every game being simply a hit. This spoils some of the fine points of the game, and entirely alters the tactics of the players, as will be seen when we come to the suggestions for good play. _=The Dice.=_ Although it is usual for each player to be provided with two dice, some players insist on the same pair being used by each player alternately; the claim being that luck will then run more evenly. At the beginning of the game each player makes a cast, either with one die or with two, as may be agreed, and the higher throw has the first play. In some clubs the player making the higher throw is allowed the option of playing the first cast, or of throwing again; but the general practice is to insist that the first cast is simply for the privilege of playing first, and that the dice must be cast again for the first move. After each throw the dice must fall within the borders of the table on the caster’s right, and each die must rest fairly and squarely on one of its faces. If it is _=cocked=_ against a man, the edge of the board, or the other die, or if it jumps over the edge of the table in which it is thrown, both dice must be taken up and cast again. The caster must announce his throw as soon as made. _=The Moves.
Even if you have a safe tenace in a suit, such as 4 and 2, the 5 and 3 being still out somewhere, it is better to discard from it if there is the slightest danger of your getting the lead. Tenaces are only safe when led up to. In _=Howell’s settling=_, the object is not so much to load the others as to escape yourself. It is never advisable to attempt to take all thirteen hearts, because there are no Jacks; but there are many cases in which it is better deliberately to take three or four, in order to avoid the chance of taking six or eight. For an example of these tactics adopted by two players, see Illustrative Hand, No. 3. On the same principle, there are often cases in which it is advisable to take a trick with one heart in it, in order to get rid of a dangerous card, which might bring you in several hearts later on. The general principles of leading and discarding are the same as in Sweepstake Hearts; but it is not necessary to take such desperate chances to escape entirely. _=THREE-HANDED HEARTS=_ is more difficult to play than any other form of the game, partly because there are so many rounds of each suit, and partly because the moment one player refuses, the exact cards of that suit in the two other players’ hands are known to each of them. There is usually a great deal of cross-fighting in the three-handed game, during which one player escapes by getting numerous discards.
The girls strew flowers over the body. When finished another boy becomes Booman. (_c_) This game is clearly dramatic, to imitate a funeral. Mr. Doe writes, I have seen somewhere [in Norfolk] a tomb with a crest on it--a leek--and the name Beaumont, but it does not seem necessary to thus account for the game. Boss-out A game at marbles. Strutt describes it as follows:-- One bowls a marble to any distance that he pleases, which serves as a mark for his antagonist to bowl at, whose business it is to hit the marble first bowled, or lay his own near enough to it for him to span the space between them and touch both the marbles. In either case he wins. If not, his marble remains where it lay, and becomes a mark for the first player, and so alternately until the game be won. --_Sports_, p.
If identical cards are played to the same trick, such as two club aces, the leader wins. The tricks are left face upward on the table until an ace or Ten is played, for tricks not containing either of these cards are of no value. When an ace or Ten is played, the winner of the trick gathers in all the cards that have accumulated, and turns them face down in front of him. These counting cards are called _=brisques=_, and if a player neglects to gather the brisques he wins, his adversary may do so when next he wins a trick, whether the trick he wins contains a brisque or not; the fact that there is a brisque on the table is sufficient. _=Declaring.=_ The winner of any trick, before leading for the next trick, has the privilege of announcing and scoring any one of certain combinations that he may hold in his hand. After, or in the absence of any such announcement, and before leading for the next trick, he draws one card from the top of the stock, and places it in his hand, without showing or naming it. His adversary then draws the next card, so that each restores the number of cards in his hand to nine. This method of playing, announcing, and drawing is continued until the stock is exhausted. If a player who has already announced carte blanche finds that the first card he draws from the stock is not a King, Queen or Jack, he shows it to his adversary, and scores another fifty points for another carte blanche.
DRAW POKER. _=CARDS.=_ Poker is played with a full pack of fifty-two cards, ranking: A K Q J 10 9 8 7 6 5 4 3 2; the ace being the highest or lowest in play, according to the wish of the holder, but ranking below the deuce in cutting. In some localities a special pack of sixty cards is used, the eight extra cards being elevens and twelves in each suit, which rank above the ten, and below the Jack. It is very unusual to play Poker with two packs. [Illustration: 11♣ 12♣] _=COUNTERS, or CHIPS.=_ Although not absolutely necessary, counters are much more convenient than money. The most common are red, white, and blue circular chips, which should “stack up” accurately, so that equal numbers may be measured without counting them. The red are usually worth five whites, and the blue worth five reds, or twenty-five whites. At the beginning of the game one player should act as banker, and be responsible for all counters at the table.
Good-bye! Good-bye, my love, good-bye! --Forest of Dean, Gloucester (Miss Matthews). VIII. Here comes an old woman from Cumberland, With seven poor children in her hand; One can sing, the other can sew; One can sit up in the corner and cry, Alleluia! Choose the fairest you can see. The fairest one that I can see is ----, come to me. Now my daughter ---- gone, A thousand pound in her pocket and a gold ring on her finger. Good-bye, mother, good-bye! --Berkshire (Miss Thoyts, _Antiquary_, xxvii. 254). IX. There was an old woman from Sandyland With all her children in her hand. One can knit and one can sow [sew], One can make a lily-white bow.
=_ If any player held an Ace and a 10 in his hand, he could increase the 9 build to a 10 build, by putting his Ace on the 7 and 2, and announcing the total value, “Ten.” Any following player would then be unable to win the build with anything but a 10, and the player who originally built it a 9 would lose it unless he also held a 10 in his hand. Should the build remain a 9 until it came round again to the player who originally built it, he could then take it in with his 9, or he might himself increase it to 10, if he had an Ace and a 10 in his hand; but in order to do this the player must have in his hand the cards to win both the original and the increased builds. A player holding in his hand a 10, 3 and 2, but no 8, could not build a 5 on the table to an 8, and afterward advance it to 10. He must have the 2 3 8 and 10 all in his own hand to do this. Some players imagine that a player cannot increase his own build in this manner, even if he has both the cards for the first and last build; but there is no reason why a player should be denied a privilege which is freely granted to his adversary. If any player can legitimately make or increase a build, all may do so, provided they have the proper cards. _=Double Builds.=_ When two cards of the same denomination, or two builds of the same value are put together as one, they cannot be increased. For instance: A player holds 7 and 3, and there are upon the table a 5 2 and 4.
One of their number is sent away to a distance, but remains within call. Another girl, who stands in front of the line, asks the girls one by one what they would like if they could obtain their desires. After she has asked every one, she tells them to turn their faces to the wall, and calls after the girl who was sent away, saying, Little Dog, I call you. The girl replies, I shan t come to please you. I ll get a stick and make you, is the rejoinder. I don t care for that. I ve got a rice pudding for you. I shan t come for that. I ve got a dish of bones. I ll come for that.
] | | | |29.| -- | -- |Poor widow left alone,| | | | |and choose the fairest| | | | |daughter. | |30.| -- | -- | -- | |31.| -- | -- | -- | |32.| -- | -- | -- | +---+----------------------+----------------------+----------------------+ +---+----------------------+----------------------+ |No.| Forest of Dean. | Wakefield. | +---+----------------------+----------------------+ | 1.| -- | -- | | 2.
=_ The combinations which may be announced and scored during the play of the hand are divided into three classes: A, Marriages and Sequences; B, Béziques; and C, Fours. Only one combination can be scored at a time, and it must be announced and laid on the table immediately after the player holding it has won a trick, and before he draws his card from the talon. If he draws without announcing, it is equivalent to saying he has no declaration to make. Having drawn his card, even if he has not looked at it, he cannot score any declaration until he wins another trick. The various combinations and their values are as follows: CLASS A. King and Queen in any plain suit, _=Marriage=_ 20 King and Queen of trumps, _=Royal Marriage=_ 40 Five highest cards in a plain suit, _=Sequence=_ 150 Five highest cards in trumps, _=Royal Sequence=_ 250 CLASS B. Spade Queen and Diamond Jack, _=Single Bézique=_ 40 Two spade Queens and diamond Jacks, _=Double Bézique=_ 500 Three spade Queens and diamond Jacks, _=Triple Bézique=_ 1500 Four spade Queens and diamond Jacks, _=Quadruple Bézique=_ 4500 CLASS C. Any four Aces 100 Any four Kings 80 Any four Queens 60 Any four Jacks 40 Besides the foregoing, there is the score of fifty points for carte blanche, which may be announced only before the first trick is played to, and the score of fifty points for the winner of the last trick of all. In class A, the first marriage declared must of course count 40, as it is the trump suit for that deal. In class C, the four court cards may be of different suits, or any two or more of them may be of the same suit.
But she sniffled and stayed put. I gave up and started through the press of gamblers toward the Cashier s cage. Billy Joe! this hustler moaned behind me, clawing at my jacket. I knew I d find you here. And I came sich a fer piece, Billy Joe! Don t make me go off again, darlin Billy! While I prefer to gamble for cash, I had reason while on a job for sticking to a known amount of chips. She stood there while I got a thousand dollars worth of ten-buck markers, looking at me with some kind of plea in her eyes. This again was not in the pattern. Most hustlers can t keep their eyes off your chips. She puppy-dogged behind me to the crap table I had decided needed my attention. It was crowded, but there s always room for one more sucker.
Whitehead, 1914. WHIST. _=CARDS.=_ Whist is played with a full pack of fifty-two cards, ranking A K Q J 10 9 8 7 6 5 4 3 2; the Ace being the highest in play, but ranking below the deuce in cutting. Two packs are generally used, the one being shuffled while the other is dealt. _=MARKERS=_ are necessary to keep the score. The most common are red and white circular counters; the white being used for the points in each game, and the red for the games themselves, or for rubber points. It is better to have two sets, of different colours, each set consisting of four circular and three oblong counters, the latter being used for the rubber points, or for games. _=PLAYERS.=_ Whist is played by four persons.
DUCK PIN GAME. THE PINS ARE SPOTTED THE SAME AS THE AMERICAN GAME OF TEN PINS. A regulation Duck Pin shall be 9 inches high, 1½ inches in diameter at the top, 3½ inches in diameter at the body of the pin, and 1⅜ inches in diameter at the base; shall taper gradually from the bottom to the largest part of the body, and shall be as near uniform in weight as possible. No ball exceeding 4½ inches in diameter can be used in games. Each player to roll three balls to each frame, and each player to roll two frames at a time. A line shall be drawn ten feet beyond the regular foul line, and any ball delivered beyond the first named line shall be declared foul. All other rules of the American Bowling Congress govern. KINSLEY CANDLE PIN. The Count--Two balls shall be allowed for frame. Strikes--A strike is credited when a player bowls over the ten pins with the delivered ball.
_=OBJECTS OF THE GAME.=_ Each player in turn has an opportunity to announce that he is willing to undertake to win a certain number of tricks, if allowed the privilege of naming the trump suit; or to lose a certain number, there being no trump suit. If he proposes to play alone, he may select any suit for trumps; but if he takes a partner the trump suit must be belle or petite. The announcements outrank each other in certain order, and the player making the highest must be allowed to play. If he succeeds in his undertaking, he wins the pool, and is also paid a certain number of counters by each of his adversaries. If he fails, he must double the pool, and pay each of his adversaries. The table of payments will be given later. _=ANNOUNCEMENTS.=_ The proposals rank in the order following, beginning with the lowest. The French terms are given in _=italics=_:-- Five tricks; or eight with a partner, in petite.
39. If he wishes to announce schneider or schwarz, he must do so when he names the game to be played, and before a card is led. All Open Grands are compulsory “schwarz announced.” 40. The manner of taking up the skat cards, when the player uses them, is sufficient announcement for a Tournée, Passt-mir-nicht, or Guckser; but a Gucki Nullo must be announced before the skat cards are touched, and open Gucki Nullo must be announced before the skat cards are seen. 41. The player is not allowed to announce either schneider or schwarz in any game in which he uses the skat cards. 42. The adversaries cannot announce schneider or schwarz under any circumstances. 43.
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|Round the green |Around the green | | |gravel. |gravill. | | 3.| -- | -- | | 4.| -- | -- | | 5.| -- | -- | | 6.| -- | -- | | 7.| -- | -- | | 8.|All fine ladies ever | -- | | |were seen. | | | 9.
| -- |Write name in gold pen|Write names in gold | | | |and ink. |pen and ink. | |17.| -- | -- | -- | |18.|Your true love is |True love is dead. |Her sweetheart is | | |dead. | |dead. | |19.| -- | -- | -- | |20.| -- | -- | -- | |21.
12. A player should not look at any of his cards until the end of the deal. THE LAWS OF THREE HAND AUCTION. The Laws of Auction govern the three-hand game except as follows: (1) Three players take part in a game and four constitute a complete table. Each plays for himself; there are no partners, except as provided in Law 7. (2) The player who cuts lowest selects his seat and the cards with which he deals first. The player who cuts next lowest sits on the dealer’s left. (3) The cards are dealt in four packets, one for each of the three players and one for the dummy.[23] The dummy hand is not touched until after the final declaration has been made. (4) The dealer declares, and the bidding continues as in Auction, except that each player bids exclusively on his own account.
_=IN CONCLUSION.=_ The first-class whist-player is usually developed gradually. If he possess the faculty of paying close attention to the game while he is playing, nothing should prevent his rapid progress. At first he may care little or nothing for “book” whist, but after some experience with book players, he is rather in danger of running to the other extreme, and putting more book into his game than it will carry. Having passed that stage, his next step is usually to invent some system of his own, and to experiment with every hand he plays. By degrees he finds that all special systems of play have some serious defects which over-balance their advantages, and this discovery gradually brings him back to first principles. If he gets so far safely, his game for all future time will probably be sound, common-sense whist, without any American leads, plain-suit echoes, or four-signals, and free from any attempts to take fourteen tricks with thirteen cards. When a whist-player reaches that point, he is probably as near the first class as the natural limitations of his mental abilities will ever permit him to go. _=THE LAWS=_ will be found at the end of the Whist Family of Games. ILLUSTRATIVE WHIST HANDS.
Carry my Lady to London. Carrying the Queen a Letter. Cashhornie. Castles. Cat and Dog. Cat-Beds. Cat s Cradle. Cat-gallows. Cat i the Hole. Cat after Mouse.